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Everything in the Effects section, stitched into one complete boss. This page builds the Toast King step by step: a two-phase boss with a telegraphed AoE, an enrage at half health, minions and rewards.

Step 1: The mob

Start with the body: model, base entity and stats.
/le reload, /le spawn toast_king. It exists, it hits hard, it does nothing interesting yet.

Step 2: An entrance

Spawn and death moments use @world (every player in the world, short for @playersInWorld) so everyone knows what’s happening.

Step 3: The signature attack

A telegraphed shockwave as a local effect, driven by a repeat. Warn wide, hit narrow, with a delay between the two.
Every 3 seconds: flame ring and a bell, half a second to get out, then the blast.

Step 4: The enrage

A phase flip at half health, guarded by a variable so it only fires once. health comes from the condition language.
Without the var.phase != 2 guard, the enrage would re-fire on every hit below half health, summoning minions forever.

Step 5: The payoff

Reward the killer directly (@trigger on +onDeath is the killer), drop contested loot for everyone else.

The full file

One file, one boss, in its own folder beside toast.bbmodel. The only external piece is toast_minion, a second mob for the summons: any simple mob entry works.

Ideas to build on

  • Make the shockwave faster in phase 2: stop quake in enrage and start a new repeat with every=1.5s.
  • Add a rare drop with dropitem{items=nether_star 1 0.1} +onDeath @selfLocation: the last number is a 10% chance.
  • Fire the shockwave on the frame its slam animation lands, with an effect:shockwave keyframe; see Animating Your Model.
  • Tag the enrage on the line itself instead of a variable: - skill{s=enrage} +onHurt <50% runs only below half health. Add cooldown=9999 (or a var guard) so it fires once. See Line Options.
  • Give the enrage a particle equation aura so the phase is visible from across the arena.